Dwarf Fortress

Dwarf Fortress

Advanced Botanical Variety
50 Comments
Wilx 8 Oct @ 3:20pm 
Thank you. Even with getplant, it took me awhile to figure out Nettle. Prickly Pear was now easy.
createitem PLANT_GROWTH ABV_PRICKLY_PEAR:FRUIT 10
createitem PLANT ABV_NETTLE:STRUCTURAL 10
The issues was the plant was the seed. No where in the DFHack wiki does in mention PLANT by it's self as an option. So trial and error, with lots of errors.
Droseran  [author] 8 Oct @ 2:09pm 
Embark plant availability is determined by the entity. If the entity does not have [OUTDOOR_FARMING], they won't have access to surface plants or seeds (neither in the embark menu nor arriving in trade). The vanilla dwarves don't have that token, so they will always only have access to underground plants for farming. And, for some reason, surface berries (not plants or seeds) due to them having OUTDOOR_GARDENS.

Plants that aren't edible also don't show up in embark selection nor trade stock, and that isn't something that can be changed with mods as it's hardcoded in the game's logic.

You can use DFHack's getplant to obtain plant IDs, or read the mod's raws. They're plaintext and should be pretty easy to find what you want.
Wilx 8 Oct @ 1:35pm 
My plan was to use only above ground crops especially strawberries. The variety mod looked awesome, however I now have no access to thread crops. After embark I could always gather rope reed, but now it doesn’t show up. None of your thread crops showed up in embark or after embark. It would be nice if you made some thread crops, other than pig tails, available in every embark.

I managed to cheat in Rope Reed with DH hack:
createitem SEED PLANT_MAT:REED_ROPE:SEED 10

But I have no idea how to do it with your plants. So the only one of your plants I will be trying is Elderberry, which is similar to Strawberry, but I would have liked to try Wild Nettle or maybe Prickly Pear. Oh and I can’t resist Sun Berries from embark even if it feels a little cheaty.
Droseran  [author] 7 Oct @ 7:11am 
Yes, they're categorized in "wild plants" in the raw files and the spreadsheet.
WalrusMan 6 Oct @ 5:12pm 
are puffball fungi added by this mod? I cant seem to find them in the material but they're all over the place in my games. It's not a problem I just cant figure out where the hell they come from
lonewined 10 Sep @ 5:28am 
I added a new expansion that uses the dyes from Advanced Botanical Variety - this time to my painted wood mod: Craftables - Painted Wood (Advanced Botanical Variety)
cruelfeline 4 Sep @ 11:24am 
Ah, I think you're right! Recent update just fixed it; time for sunflower oil!
Droseran  [author] 3 Sep @ 3:31pm 
I checked the raws and didn't see any errors or changes from previous versions I know worked. There was a bug in 52.03 (I haven't checked 52.04) where farmed crops were not making growths. It's possible there's a similar (or same) bug affecting wild crops.
cruelfeline 3 Sep @ 2:15pm 
I've got an embark right now with a field full of sunflowers that never seem to grow seed heads and cannot be harvested. I would like some sunflower oil :c

It's been a few in-game years; is something bugging out, or...?
Droseran  [author] 31 Aug @ 9:26am 
I didn't realize dead was a valid filter for special, thanks for finding that! I've also recently been informed that "plant remove -spd" is another command that does this for the entire map. I haven't had a chance to test it myself, but it should be much more convenient than trying to set the range to work on multi-level surfaces and putting the cursor in the correct tile every time.
decomposey 31 Aug @ 7:48am 
So I had the same dead plant issue as below, but I did an experiment because I didn't want to kill off my non-dead shrubs. Figured I'd share the result because it worked!

tiletypes-command filter shape shrub ; filter sp dead ; paint shape floor ; paint mat grass_light ; paint special normal ; range 192 192 1 ; run

Changing the filter from 'mat any' to 'sp dead' will only clear out your dead plants, and leave your live multi-seasonal shrubs alone!
DikbutDaGrate 26 Aug @ 8:18pm 
Hell yeah catnip. Can't wait to poke around in some of the syndromes attached to these.
Woogiee 21 Aug @ 7:53am 
I might have to make some test then, cause it's my second world. I do use a fair bit of mods. But im pretty sure this one is the only one affecting plants. Thank you for your quick replies
Droseran  [author] 21 Aug @ 6:50am 
That's something I've never seen in hundreds of test embarks. AA alone has more plants in those biomes. Either you have a mod incompatibility causing issues or something is going wrong with world generation. For another mod to cause this, it would have to be specifically cutting all of those other plants, though. I can't think of another interaction that wouldn't just crash the world generator with an error.

The world generator always chooses seven plants for each region, so if it is a worldgen issue that's probably a bug in vanilla. You may want to ask about this in the DF bug-discussion channel on the Kitfox Discord. Are you using any advanced worldgen settings?
Woogiee 20 Aug @ 7:53pm 
I've tried a bunch of different biome ranging from forest to jungle. Im checking DF hack prospect all and i have 2554 garlic and 2131 elder berry.
Droseran  [author] 20 Aug @ 6:28pm 
No, it's not normal to only have one or two plants. Do you know which biome you embarked into?

Sunflower seed milk is made at the quern or millstone by milling sunflower seedheads.
Woogiee 20 Aug @ 6:07pm 
Is it normal that all my maps now have one or 2 plant only ? Like there is no diversity. Also how do you milk sunflowers?
Droseran  [author] 17 Aug @ 7:34am 
I use your sandstone mod in all of my worlds, but I hadn't seen the Craftables versions. I'm adding those to my modlists now!
lonewined 17 Aug @ 6:21am 
Hey there, I just made an expansion to my dyed sandstones mod that uses the dyes from Advanced Botanical Variety: Craftables - Sandstone (Dyed Edition: Advanced Botanical Variety) . Cheers!
Droseran  [author] 26 Jul @ 4:35pm 
I've seen reports of this before with the vanilla plants. I recommend using DFHack's tiletypes to deal with them, the command is:

tiletypes-command filter shape shrub ; filter mat any ; paint shape floor ; paint mat grass_light ; paint special normal ; range 192 192 1 ; run

This will replace any shrubs with grass. 192x192 will cover the entire standard 4x4 embark if the keyboard cursor is in the top-left corner of the map. If there are multiple surface elevations (the map has slopes/cliffs), the 1 is the vertical distance going up from the current layer.
Snowstar837 26 Jul @ 4:12pm 
Hey so I could just be dumb, maybe this is normal/intended, but the surface of my map is getting filled up with dead versions of the plants like horsetail and chicken of the woods even way into summer in a temperate climate. Do they eventually despawn?
ParasiticSquid 29 Jun @ 8:16am 
You're awesome, thanks
Droseran  [author] 28 Jun @ 1:37pm 
I've uploaded two new companion mods that do these things for ABV. Check the description for links.
ParasiticSquid 27 Jun @ 1:13pm 
Unfortunate. There going to be patch for this as some point to achieve the same effect? Currently when using those to acheive a similar growth speed as vanilla or to allow all plants to grow all seasons like vanilla with the logical addition of the underground ones these ones are extremely out of place. The shorter plant growth makes things more fun from a gameplay standpoint in my personal opinion but im still somewhat new to the game so maybe im wrong
Droseran  [author] 27 Jun @ 9:49am 
Yes, those only affect the vanilla crops. As long as they are loaded after Advanced Agriculture they will take affect. Note that they don't change the timings or seasons for any other plants.
ParasiticSquid 27 Jun @ 8:04am 
Do Days Till Harvest and Advanced Agriculture Crops All Year Patch work with this?
Mobbstar 18 May @ 12:41am 
oh, so it's deliberate, and the only real "bug" is that the marshes are way too densely forested. OK, thanks for explaining!
Droseran  [author] 17 May @ 1:42pm 
In temperate saltwater marshes there should be bayberry and willow trees as well as beets, bloated tubers, and celery. In tropical saltwater marshes there should be coconut palm trees and bloated tubers. There aren't many plant species that live in saltwater environments in general. Marshes are flooded grasslands, swamps are flooded forests, so there won't be many trees in marshes in general.
Mobbstar 14 May @ 12:51pm 
is there any chance this mod (or AA) mess up the saltwater marsh plants? I only find Bayberry there.
killy 17 Apr @ 4:12pm 
i love this mod. thank you. sunflowers an roses? so good
mike 16 Feb @ 6:46pm 
That was fast, thanks!
Droseran  [author] 15 Feb @ 7:42pm 
Thanks for the report, I've uploaded an update to fix it!
mike 15 Feb @ 4:15pm 
I just discovered this mod and advanced agriculture and I'm enjoying them a lot, but I'm struggling a little. I have a bunch of barberry bushes and berries, which I've brewed and milled dye from, but I haven't gotten any seeds, and don't see any other ways to get them. My map has sumac and whitecurrants too and those both work fine.
Droseran  [author] 12 Feb @ 2:55pm 
Pineapples take over a year (18 months) to mature. Sugar cane requires two years. The growth durations use real life values for the plants.
CocoBat 29 Jan @ 2:36pm 
I've been really enjoying this, especially the giant surface mushrooms, they're great, I hope there's more plans for this.
haljarrett 29 Jan @ 12:54pm 
@ryno thanks so much, I shall continue my quest. I dont mind them not doing anything just a big carnivorous plants fan :)
ryno 29 Jan @ 6:49am 
@haljarrett can confirm pitcher plants are definitely in the game :) ur swamps have just been unlucky, and keep in mind theyre not harvestable for any kind of useful products! theyre just there to look pretty for you
haljarrett 29 Jan @ 6:42am 
i love the pitcher plant. i want the pitcher plant. trouble is, i have scoured every swamp possible and still cant find it, maybe ill give jungles a go. also, its not noted in the list of plants spreadsheet so im just asking if it really is in the mod still? (please help me out with my pitcher plant dreams lol)
Bart C.Bem 28 Jan @ 1:21am 
Another great addition, thank You!
Black-Talon 25 Jan @ 1:44pm 
Wonderful! Recently discovered your mods on this iteration of my dive into DF and couldn't help but be very impressed! Thanks for the quality content!
Droseran  [author] 25 Jan @ 9:58am 
It's fixed in ABV 1.2, wild kiwifruit was referencing an obsolete ID and ban-cooking couldn't reference the material list for a plant that didn't exist.
Droseran  [author] 25 Jan @ 8:22am 
I was not aware, I'll start looking into that. Thanks for the report!
Black-Talon 24 Jan @ 9:45pm 
@Droseran I'm guessing you're aware that the DFHack ban-cooking all (and AA-ban-cooking all ) scripts throws an error once ABV is installed? I haven't dug into it much further but happy to help/test if you would like.
Droseran  [author] 24 Jan @ 10:19am 
@FishPanda To add some nuance to that, AA and ABV should also be after any mods that change or add civilizations to ensure you get all of the production recipes added to the workshops.
ryno 23 Jan @ 10:46pm 
@FishPanda you just load it in at the default very bottom position, as long as it's after Advanced Agriculture (the game wouldn't let you get it wrong anyways, though.) You can experiment with incorrect orders to see what i mean, the module would turn orange and world creation would be disallowed
FishPanda 23 Jan @ 9:52pm 
Thank you! Where should this be placed in the load order?
ryno 21 Jan @ 4:17pm 
COCOBAT #1 SUPPORTER
CocoBat 21 Jan @ 11:19am 
I'm really glad to see catnip in here actually, haha.
CocoBat 21 Jan @ 11:07am 
Wow this seems so awesome!
Digganob 20 Jan @ 7:57pm 
Very cool! I especially the proper art done for these. And the inclusion of the shrub with the coolest name: The barberry. Named for its barbs. And berries. At the same time.